After some study I realized that my turret implementation differs from Joshua's in a really interesting way!

Joshua's gets stronger the more spotting your opponent has, while mine would waste a nice spotting, since it can only make one damage per strike. 5 damage dice or less mine is usually more powerful, 6 or more Joshua's become a better bet.

I like that difference enough that I'm going to implement both at the same time, Joshua's turret becomes "turret" and mine becomes "disruptor turret".

I would also like thank Francisco Duarte for helping me out with a pdf!

Perhaps rendering the images of movement examples would be helpful, as the quality of the photos makes it difficult for me to tell which hinges are red in the template figure. I recommend carefully standardizing your terms, as you refer to 2-6 ruler units as both "Direct Fire" and "medium" range in the document. Otherwise this is an exciting development, and I'm very pleased it exists. I have a question about the rules. Are the movement templates locked? Could I choose a hard turn on some of the units but a gentler turn or straight with others? Can I snap inward at the end of a gentle bank?

In which might be the the most radical Dog Fight change to date. I present you the Maneuver Re-balance.

By shifting the template values around, now the movement will feel more like IO, if you don't spend good dice values with greens, you might go further forward than you would want to. Yet, all the important maneuvers are still 4 or under, to keep flying from being way too difficult.

Also, some minor renaming, courtesy of our Discord channel friends!

Coming soon: Different fighter size classes!

"For small creatures such as we the vastness is bearable only through love." Carl Sagan